Blitz3D Shader Samples

These examples require Extended language mode. Stable builtin: aliases need no nearby files; editable HLSL versions are included for learning.

Every sample supports W/S forward/back, A/D strafe, and cursor-key look. On-screen controls provide effect adjustment and before/after comparison. Each scene is built around the geometry, depth, lighting, or motion needed to reveal its effect clearly.

  1. Built-in Unlit — lit/unlit pairs under an orbiting point light.
  2. Surface Tint — animated named colour and shine across varied silhouettes.
  3. Toon Shading — selectable bands, view rim, and moving light.
  4. Vertex Waves — dense-grid displacement and shadow-matched animation.
  5. Rim Light — camera-dependent edge light with adjustable width and strength.
  6. Dissolve — textured clipping, emissive frontier, and matching cut-out shadows.
  7. Grayscale Effect — adjustable before/after treatment over a colour field.
  8. Vignette Effect — adjustable falloff with bright edge markers.
  9. Bloom Effect — interactive full-screen glow with adjustable threshold, intensity, and radius.
  10. Built-in Standard Material — PBR brushes, environment lighting, reflections, emission, and a skybox without external media or HLSL.
  11. Image Quality Controls — FXAA, 4x MSAA, render scaling, frame pacing, bloom, and colour adjustment without external media.
  12. Colour Adjustment — grading controls over colour, grey, and value references.
  13. HDR and Colour — varied HDR emitters, tone mapping, bloom, exposure, and a visible stylised LUT.
  14. Screen-Space Effects — six effects isolated over a deep, contact-rich scene.
  15. Modern Materials — six purpose-built material exhibits instead of generic primitives.
  16. Water and Glass — shoreline foam, submerged rocks, coloured refraction targets, and absorption.
  17. Standard Material Layers — moving highlights and a striped environment reveal each PBR lobe.
  18. Temporal Effects — fast silhouettes, thin geometry, particles, free-camera blur, and history cuts.
  19. Reflections and Volumetrics — polished-floor SSR, fallback, fog, tracked shafts, and occlusion.

Shader guides: Beginner · Intermediate · Advanced authoring